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Messages - Kozinsky

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 20, 2024, 12:21:44 pm »
In Russian localization 'Wrecked Alenhed' in called 'Разибтый ксенодроид', it should be 'разбитый'.
Fixed.

2
OXCE Support / Re: Help create a mission from the base
« on: November 15, 2024, 03:29:22 pm »
Example from the mod "The X-Com Files".

This describes the conditions for establishing a new alien base, in this exampe it is called STR_CULT_MANOR_BLACK_LOTUS_ASSAULT:
Code: [Select]
missionScripts:
  - type: CultManorBlackLotus
    firstMonth: 10
    lastMonth: 14
    executionOdds: 2
    missionWeights:
      0:
        STR_CULT_MANOR_BLACK_LOTUS_ASSAULT: 100
    regionWeights:
      0:
        STR_SOUTH_EAST_ASIA: 100
        STR_AUSTRALASIA: 20
        STR_PACIFIC: 10
        STR_INDIAN_OCEAN: 2
    useTable: false
    researchTriggers:
      STR_DESTROY_BLACK_LOTUS: false
    startDelay: 30
    randomDelay: 43500

Now let's describe the parameters of this alien base and what missions it will generate during its existence. In this example these are the STR_CULT_INFILTRATION_BLACK_LOTUS and STR_CULT_STREET_FIGHTING_BLACK_LOTUS missions (I do not include the “data:” section in the example because it contains a lot of lines - you should fill it in according to your scenario):
Code: [Select]
alienDeployments:
  - type: STR_CULT_MANOR_BLACK_LOTUS_ASSAULT
    width: 60
    length: 60
    height: 10
    alert: STR_ALERT_CULT_MANOR_ASSAULT
    alertBackground: CULT_BACKGROUND.SCR
    alertDescription: STR_CULT_MANOR_BLACK_LOTUS_ASSAULT_DESCRIPTION
    briefing:
      background: NINJA_BACKGROUND.SCR
      palette: 1
      music: GMENBASE
    music:
      - SW_MONSTER
    markerName: STR_CULT_MANOR_ASSAULT
    markerIcon: 29
    points: 3
    abortPenalty: 100
    baseDetectionRange: 300
    baseDetectionChance: 80
    huntMissionMaxFrequency: 10000 # in minutes
    huntMissionWeights:
      0:
        STR_CULT_MANOR_CAR_INTERCEPTION: 100
    genMission:
      STR_CULT_INFILTRATION_BLACK_LOTUS: 30
      STR_CULT_STREET_FIGHTING_BLACK_LOTUS: 15
    genMissionFreq: 5
    alienBaseUpgrades:
      0:
        STR_CULT_MANOR_BLACK_LOTUS_ASSAULT: 100
      5:
        STR_CULT_MANOR_BLACK_LOTUS_ASSAULT: 70
        STR_CULT_GREATER_MANOR_BLACK_LOTUS_ASSAULT: 30
      10:
        STR_CULT_GREATER_MANOR_BLACK_LOTUS_ASSAULT: 100
    terrains:
      - COMRCURBAN
    script: MANOR
    data:
      ...

Finally, let's describe the parameters of one of those missions that the alien base generates during its existence:
Code: [Select]
alienMissions:
  - type: STR_CULT_INFILTRATION_BLACK_LOTUS
    operationType: 1
    objective: 3
    spawnZone: 3
    siteType: STR_CULT_INFILTRATION_BLACK_LOTUS_SITE
    raceWeights:
      0:
          STR_BLACK_LOTUS: 100
    waves:
      - ufo: STR_MEDIUM_GROUND_CONVOY
        count: 1
        trajectory: P_CHWC1_Z3
        timer: 9000
        objective: true
        objectiveOnTheLandingSite: true

3
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: November 13, 2024, 08:13:50 pm »
Hello kenshi I am working on porting XCF (by solarius) and XCFA (alice/8mono) with resound mod into one XCF mod port to FTA custom OXCE made by finnik. am I allowed to use and play around with the resound mod files and include it in my Xcom files mod port?

As a technical assistant to the author of this mod and having alternative ways to contact her, I inform you that you can use any parts of this mod as you wish, because all sounds used are taken from other old games and other open sources.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 10, 2024, 10:10:06 am »
The Gilldog research you get from deep ones and aquatoids is different, but not in any meaningful way, to the gilldog research you get from syndicate scientist, Dr Alpha and researching a live gilldog.

This is just a translation error. The first one should be “Gilldog Terrorist”, similar to vanilla Reaper and Reaper Terrorist.

I suggest that these terms be standardized, as the additional word “Terrorist” is used in some places and not in others:
Spoiler:
  ..\OpenXCom\user\mods\XComFiles\Language\en-US.yml
   Line  997:   STR_OWLMAN_TERRORIST: "Owlman"
   Line 1125:   STR_BIODRONE_TERRORIST: "Bio-drone Terrorist"
   Line 1656:   STR_HALLUCINOID_TERRORIST: "Hallucinoid"
   Line 1667:   STR_XARQUID_TERRORIST: "Xarquid"
   Line 1685:   STR_CALCINITE_TERRORIST: "Calcinite Terrorist"
   Line 1829:   STR_BULLFROG_TERRORIST: "Bullfrog"
   Line 1850:   STR_MINOTAUR_TERRORIST: "Minotaur"
   Line 2333:   STR_SEEKER_DRONE_TERRORIST: "Seeker Drone"
   Line 2426:   STR_OOZE_TERRORIST: "Crawling Ooze"
   Line 2543:   STR_CHRYSSALID_TERRORIST: "Chryssalid Terrorist"
   Line 2551:   STR_BADASS_CHRYSSALID_TERRORIST: "Ultra Chryssalid Terrorist"
   Line 3054:   STR_JARHEAD_TERRORIST: "Jarhead Terrorist"
   Line 3165:   STR_HORROR_TERRORIST: "Horror"
   Line 3173:   STR_ABOMINATION_TERRORIST: "Abomination Entity"
   Line 3212:   STR_MEGAWORM_TERRORIST: "Megaworm"
   Line 3789:   STR_REAPER_TERRORIST: "Reaper Terrorist"
   Line 3925:   STR_WEREWOLF_TERRORIST: "Werewolf"
   Line 3937:   STR_WERECAT_TERRORIST: "Werecat"
   Line 4253:   STR_CYBERWEB_ROBOSPHERE_TERRORIST: "Cyberweb Robosphere"
   Line 4269:   STR_CYBERWEB_ROBOTURRET_TERRORIST: "Cyberweb Roboturret"
   Line 4278:   STR_CYBERWEB_CENTURION_TERRORIST: "Cyberweb Centurion"
   Line 4949:   STR_TENTACULAT_TERRORIST: "Tentaculat"
   Line 5093:   STR_OBLITERATOR_TERRORIST: "Obliterator Terrorist"
   Line 5200:   STR_ANCIENT_TOMB_GUARD_FEMALE_TERRORIST: "Ancient Female Tomb Guardian"
   Line 5201:   STR_TOMB_GUARD_MALE_TERRORIST: "Male Tomb Guardian"
   Line 5202:   STR_TOMB_GUARD_FEMALE_TERRORIST: "Female Tomb Guardian"
   Line 5203:   STR_TOMB_GUARD_TERRORIST: "Tomb Guardian"
   Line 5213:   STR_STRIX_TERRORIST: "Strix"
   Line 5498:   STR_SHAMBLER_TERRORIST: "Shambler Raider"
   Line 5506:   STR_FENRIR_TERRORIST: "Fenrir Wolf"
   Line 5513:   STR_SPIKEBOAR_TERRORIST: "Spikeboar"
   Line 5525:   STR_SHADOWBAT_TERRORIST: "Shadowbat"
   Line 5543:   STR_MONGORN_TERRORIST: "Mongorn Savage"
   Line 5568:   STR_MEGAZOMBIE_TERRORIST: "Megazombie"
   Line 5574:   STR_ZOMBIE_TROOPER_1_TERRORIST: "Zombie Trooper"
   Line 5575:   STR_ZOMBIE_TROOPER_2_TERRORIST: "Battered Zombie Trooper"
   Line 5595:   STR_ZOMBIE_INFECTOR_TERRORIST: "Zombie Infector"
   Line 5597:   STR_ZOMBIE_GRUBAS_TERRORIST: "Fat Zombie"
   Line 5607:   STR_ZOMBIE_BOOMER_TERRORIST: "Zombie Boomer"
   Line 5614:   STR_ZOMBIE_STERILE_TERRORIST: "Zombie"
   Line 5629:   STR_SWARMIDS_LARGE_TERRORIST: "Swarmids Swarm"
   Line 5630:   STR_SWARMIDS_SMALL_TERRORIST: "Swarmids"
   Line 5909:   STR_JANISSARY_TERRORIST: "Gillman Terrorist"
   Line 5914:   STR_GILLDOG_TERRORIST: "Gilldog"
   Line 5922:   STR_BLOODHOUND_TERRORIST: "Bloodhound"
   Line 6204:   STR_GIANT_SPIDER_RED_TERRORIST: "Flame Spider"
   Line 6208:   STR_GIANT_SPIDER_GREEN_TERRORIST: "Armored Spider"
   Line 6211:   STR_GIANT_SPIDER_PURPLE_TERRORIST: "Death Spider"
   Line 6214:   STR_GIANT_SPIDER_ALLOY_TERRORIST: "Stealth Spider"
   Line 6221:   STR_GIANT_SPIDER_TERRORIST: "Giant Spider"
   Line 6229:   STR_MEGASCORPION_TERRORIST: "Megascorpion"
   Line 6238:   STR_ASMODEAN_COBRA_TERRORIST: "Asmodean Cobra"
   Line 6246:   STR_GIANT_BEETLE_BOMBARDIER_TERRORIST: "Giant Bombardier Beetle"
   Line 6251:   STR_GIANT_BEETLE_TERRORIST: "Giant Beetle"
   Line 6264:   STR_MUCKSTAR_TERRORIST: "Muckstar"
   Line 6268:   STR_CHUPACABRA_TERRORIST: "Chupacabra"
   Line 6279:   STR_GIANT_RAT_TERRORIST: "Giant Rat"
   Line 7693:   STR_MIB_SECTOPOD_TERRORIST: "MiB Sectopod Terrorist"
   Line 7967:   STR_ALIEN_DRONE_TERRORIST: "Alien Drone"
   Line 7977:   STR_LARGE_ALIEN_DRONE_TERRORIST: "Large Alien Drone"
   Line 8001:   STR_SPITTER_TERRORIST: "Spitter Terrorist"
   Line 8002:   STR_SPITTER_RETRACT_TERRORIST: "Spitter Terrorist"
   Line 8003:   STR_SPITTER_RETRES_TERRORIST: "Spitter Terrorist"
   Line 8004:   STR_SPITTER_NAKED_TERRORIST: "Spitter Terrorist"
   Line 8175:   STR_MIBTANK_TERRORIST: "MiB Tank Terrorist"
   Line 8278:   STR_CEREBREAL_LARVA_TERRORIST: "Cerebreal Larva Terrorist"
   Line 8319:   STR_HOLODRONE_TERRORIST: "Holodrone Terrorist"
   Line 8343:   STR_CYBERMITE_TERRORIST: "Cybermite Terrorist"
   Line 8373:   STR_SALAMANDRON_TERRORIST: "Salamandron Terrorist"

5
The X-Com Files / [submod] X-Com Files: Kozinsky Stat Strings
« on: October 08, 2024, 01:57:40 pm »
Completely different concept of outputting information about soldiers' stats. After a soldier's name, all his stats are always displayed (except for TU, stamina and health). The pilot's special level (depending on his bravery, reaction and firing accuracy) is also displayed, in order to understand whether this soldier should be assigned as a vehicle pilot.

Requires:
    - OpenXcom Extended version 7.2 or higher
      OR Brutal-OXCE any version.
    - The X-Com Files mod version 3.4 or higher.

Compatibility:
    - Not compatible with any submod with stat strings, but compatible with any other submod.

Notes:
    - You can activate this submod at any stage of your game.
    - It is recommended to start a new game to gradually get used to the information displayed.
    - If you have the previous version of this submod (from this thread) installed and enabled, it needs to be disabled.
    - If you play with submods that add new kinds of soldiers, the rules for creating a stat string for them will be applied as if they were a standard human agent, without checking if that soldier can be a pilot or not.

Languages:
    - The submod does not contain strings visible to the player.

Download link:
    - https://mod.io/g/openxcom/m/x-com-files-kozinsky-stat-strings

Changelog:
Spoiler:
    1.0.0 (08.10.2024):
Spoiler:
    - Initial release.
Differences from the unreleased version:
      - Different soldier types use their own stat progression scales for different types of soldiers.
      - Piloting levels have been increased to 18.
      - Each type of soldier is checked for the ability to pilot vehicles.
      - For agents who have evolved from human to other forms (Infernal, Spartan, Olympian, Protean, Kyberos), stat bonuses from this transformation are taken into account.

Information for nerds:
Spoiler:
      1. The player's soldiers each have four sets of stats:
        minStats - the minimum stat values a soldier can get when first appearing in the game;
        maxStats - the maximum stat values a soldier can get when first appearing in the game;
        trainingStatCaps - limit values, which can be obtained by training in the gym and psi lab;
        statCaps - limit values that can be obtained during ground and air battles.

      2. As a rule of thumb, the value of each stat gradually grows between sets.
        For example, for a standard human agent, the stat “strength” has these values:
          minimum value: 20;
          maximum value: 40;
          the limit of gym and psi lab training: 45;
          training limit during ground and air combats: 50.
        This means that the agent, when he first arrives at the base, will get a random strength value between 20 and 40. Then he can raise it to 45 in the gym. Then he can raise it to 50 during ground missions. To get values above 50, the agent must earn medals during ground battles or undergo transformations.

      3. The stats at the end of the soldier's name are displayed sequentially and are grouped into groups for better readability:
        the first three characters are non-combat stats: strength, bravery, and reaction;
        the fourth character is sanity;
        the next three symbols are combat stats: melee, throwing, firing accuracy;
        the eighth and ninth symbols are a group of psi abilities: psi strength and psi skill. The group of these symbols will be displayed when the player learns the concept of psionics;
        the tenth symbol is the separator between stats and piloting level;
        the last one or two symbols are the piloting level, which shows the mastery of the pilot's stats (bravery, reaction and firing accuracy).

      4. Each of the displayed stats (except psi-skill) is divided into six gradations, depending on the value of that stat in different stat sets for that soldier:
        Terrible: from 0 to the average between the minimum and maximum values;
        Bad: from the average between the minimum and maximum values to the maximum value;
        Normal: from the maximum value to the gym/psi lab training limit;
        Good: from the gym/psi lab training limit to the ground/air combat training limit;
        Great: from the ground/air combat training limit to one and a half times the ground/air combat training limit;
        Excellent: from one and a half times the ground/air combat training limit to infinity.

        4.1. So, for the example above, the strength grading limits are as follows:
          Terrible: no more than 29;
          Bad: 30 to 39;
          Normal: 40 to 44;
          Good: 45 to 49;
          Great: 50 to 74;
          Excellent: not less than 75.

        4.2. There are exceptions to this rule:
          4.2.1. If two or more stat values of neighboring groups are equal to each other, the average value between the different values is taken:
            For example, a standard human agent's bravery stat has these initial values:
              minimum value: 10;
              maximum value: 60;
              gym and psi lab training limit: 100;
              training limit during ground and air combat: 100.
            Since the gym and ground combat training limits are equal, it is decided to reduce the gym training limit to 80 (as an average between 60 and 100). This reduction is only applied to the calculation of the stat grading limit and does not change in-game. Thus, the bravery gradation limits are as follows (I know that bravery values are always a multiple of 10, but I don't use this multiple for proper math calculations):
              Terrible: no more than 34;
              Bad: 35 to 59;
              Normal: 60 to 79;
              Good: 80 to 99;
              Great: 100 to 149;
              Excellent: not less than 150.
            Another example, the same standard human agent has a psi-power stat with these values:
              minimum value: 0;
              maximum value: 100;
              gym and psi lab training limit: 100;
              ground and air combat training limit: 100.
            Since the maximum value, the gym and psi lab training limits and the ground and air combat training limits are equal, it is decided to reduce the maximum value to 33 and the gym and psi lab training limit to 66 (as averages between 0 and 100). This reduction only applies to the calculation of the stat grading limit and does not change in-game. Thus, the psi power gradation limits are as follows:
              Terrible: no more than 15;
              Bad: 16 to 32;
              Normal: 33 to 65;
              Good: 66 to 99;
              Great: 100 to 149;
              Excellent: not less than 150.

          4.2.2. If the stat values in the sets do not change sequentially, they are arranged in an arithmetic increasing sequence:
            For example, a standard human agent's sanity stat has the following initial values:
              minimum value: 20;
              maximum value: 80;
              gym and psi lab training limit: 0;
              ground and air combat training limit: 120.
            Since the gym training limit is getting out of step with the increasing sequence, it is decided to change the gym training limit to 100 (as an average between 80 and 120). This change is only applied to the calculation of the stat grading limit and does not change in-game. Thus, the sanity grading limits are as follows:
              Terrible: no more than 49;
              Bad: 50 to 79;
              Normal: 80 to 99;
              Good: 100 to 119;
              Great: 120 to 179;
              Excellent: not less than 180.

          4.2.3. If the stat values in all four sets are the same and not zero, some arithmetic increasing sequence from that value is applied:
            For example, for a dog, the psi- strength stat for all four sets is 40. It is decided to change them to these values (this change applies only to the calculation of stat gradation limits and does not change in-game):
              minimum value: 40;
              maximum value: 60;
              training limit in the gym and psi lab: 80;
              training limit during ground and air combat: 100.
            Thus, the limits of psi power gradation are as follows:
              Terrible: no more than 49;
              Bad: 50 to 59;
              Normal: 60 to 79;
              Good: 80 to 99;
              Great: 100 to 149;
              Excellent: not less than 150.

          4.2.4. If the stat values in all four sets are zero, some arbitrary arithmetic increasing sequence is applied:
            For example, for AI, the strength stat for all four sets is 0. It is decided to change them to these values (this change applies only to the calculation of stat gradation limits and does not change in-game):
              minimum value: 0;
              maximum value: 50;
              training limit in the gym and psi lab: 75;
              training limit during ground and air combat: 100.
            Thus, the strength gradation limits are as follows:
              Terrible: no more than 24;
              Bad: 25 to 49;
              Normal: 50 to 74;
              Good: 75 to 99;
              Great: 100 to 149;
              Excellent: not less than 150.

          4.2.5. In case the value of a stat in all four sets is very small or its change is almost imperceptible, some arbitrary arithmetic increasing sequence is used:
            For example, for a dog, the strength stat has these initial values:
              minimum value: 1;
              maximum value: 1;
              gym and psi lab training limit: 1;
              ground and air combat training limit: 2.
            It was decided to change them to these values (this change applies only to the calculation of stat grading limits and does not change in-game):
              minimum value: 2;
              maximum value: 3;
              gym and psi lab training limit: 4;
              training limit during ground and air combat: 5.
            Thus, the strength gradation limits are as follows:
              Terrible: no more than 1;
              Bad: 2 to 2;
              Normal: 3 to 3;
              Good: 4 to 4;
              Great: 5 to 6;
              Excellent: not less than 7.   
     
      5. Symbols with minimal visual width were chosen to display the gradation of each stat to leave as much space as possible for the soldier's name:
        Strength (non-combat skill group) is indicated by the symbols: . : ! l s S
        Bravery (non-combat skill group) is indicated by the symbols: . : ! l b B
        Reactions (non-combat skill group) is indicated by the symbols: . : ! l r R
        Sanity (visually separates the non-combat skill group from the combat skill group) is indicated by the symbols: - + = Ξ a A
        Melee (combat skill group) is indicated by the symbols: . : ! l m M
        Throwing (combat skill group) is indicated by the symbols: . : ! l t T
        Firing accuracy (combat skill group) is indicated by the symbols: . : ! l f F
        Psi-strength (visually separates the combat skill group from the psionic skill group) is indicated by symbols: - + = Ξ p P

        5.1. For psi-skill, the scale consists of eight gradations and is independent of the psi-skill values in the stat sets:
          Total Sucks: no more than 2 and is indicated by the symbol: .
          Terrible: 3 to 4 and is indicated by the symbol: :
          Bad: 5 to 8 and is indicated by the symbol: !
          Normal: 9 to 16 and is indicated by the symbol: l
          Good: 17 to 32 and is indicated by the symbol: †
          Great: 33 to 64 and is indicated by the symbol: ‡
          Excellent: 65 to 128 and is indicated by the symbol: x
          Godlike: not less than 129 and is indicated by the symbol: X

      6. Piloting level is calculated by summing up points, which are determined based on the values of the stats required for piloting (bravery, reactions and firing accuracy):
        A required stat value of 49 or less: no points;
        A required stat value between 50 and 74: gives 1 point;
        A required stat value between 75 and 99: gives 2 points;
        A required stat value between 100 and 124: gives 3 points;
        A required stat value between 125 and 149: Gives 4 points;
        A required stat value between 150 and 174: gives 5 points;
        A required stat of at least 175: gives 6 points.
        Each point gained from each stat increases the piloting level by 1. Thus, the piloting level can be between 0 and 18. This number is indicated after the separator symbol between the psi ability group and the piloting level - '.
        For all existing soldier types, the piloting ability is also checked, and if the soldier cannot be a pilot, the piloting level is not displayed.

Examples:
Spoiler:
      Agent Masoud Sale/.:!-.:!'2
Spoiler:
        Masoud Sale/ agent's name and name and stat string separator symbol
        . terrible strength
        : bad bravery
        ! normal reactions
        - terrible sanity
        . terrible melee
        : bad throwing
        ! normal firing accuracy
        the player has not explored the concept of psionics, so there are no symbols describing psi-strength and psi-skill
        '2 piloting level 2
      Agent Ilias Radi/:.l+:..'1
Spoiler:
        Ilias Radi/ agent's name and name and stat string separator symbol
        : bad strength
        . terrible bravery
        l good reactions
        + bad sanity
        : bad melee
        . terrible throwing
        . terrible firing accuracy
        the player has not explored the concept of psionics, so there are no symbols describing psi-strength and psi-skill
        '1 piloting level 1
      Agent !Nasser Zak/s.ra!!f'3
Spoiler:
        !Nasser Zak/ agent's name and name and stat string separator symbol
        s great strength
        . terrible bravery
        r great reactions
        a great sanity
        ! normal melee
        ! normal throwing
        f great firing accuracy
        the player has not explored the concept of psionics, so there are no symbols describing psi-strength and psi-skill
        '3 piloting level 3
      Agent !Martin Tor/s!rΞ!!f'4
Spoiler:
        !Martin Tor/ agent's name and name and stat string separator symbol
        s great strength
        ! normal bravery
        r great reactions
        Ξ good sanity
        ! normal melee
        ! normal throwing
        f great firing accuracy
        the player has not explored the concept of psionics, so there are no symbols describing psi-strength and psi-skill
        '4 piloting level 4
      Agent Keva Agar/sbraltfΞ.'6
Spoiler:
        Keva Agar/ agent's name and name and stat string separator symbol
        s great strength
        b great bravery
        r great reactions
        a great sanity
        l good melee
        t great throwing
        f great firing accuracy
        Ξ good psi-strength
        . total sucks in psi-skill
        '6 piloting level 6
      Agent Papa Mali/s!raltfΞ‡'4
Spoiler:
        Papa Mali/ agent's name and name and stat string separator symbol
        s great strength
        ! normal bravery
        r great reactions
        a great sanity
        l good melee
        t great throwing
        f great firing accuracy
        Ξ good psi-strength
        ‡ great psi-skill
        '4 piloting level 4
      Dog Prince/.!:+...-.
Spoiler:
        Prince/ dog's name and name and stat string separator symbol
        . terrible strength
        ! normal bravery
        : bad reactions
        + bad sanity
        . terrible melee
        . terrible throwing
        . terrible firing accuracy
        - terrible psi-strength
        . total sucks in psi-skill
        dogs can't pilot
      Dog Tarzan/!b!Ξ!:.-.
Spoiler:
        Tarzan/ dog's name and name and stat string separator symbol
        ! normal strength
        b good bravery
        ! normal reactions
        Ξ good sanity
        ! normal melee
        : bad throwing
        . terrible firing accuracy
        - terrible psi-strength
        . total sucks in psi-skill
        dogs can't pilot
      AI Mercury/...-...-.'0
Spoiler:
        Mercury/ AI's name and name and stat string separator symbol
        . terrible strength
        . terrible bravery
        . terrible reactions
        - terrible sanity
        . terrible melee
        . terrible throwing
        . terrible firing accuracy
        - terrible psi-strength
        . total sucks in psi-skill
        '0 piloting level 0
      AI Cetus/...-..!-.'1
Spoiler:
        Cetus/ AI's name and name and stat string separator symbol
        . terrible strength
        . terrible bravery
        . terrible reactions
        - terrible sanity
        . terrible melee
        . terrible throwing
        ! normal firing accuracy
        - terrible psi-strength
        . total sucks in psi-skill
        '1 piloting level 1

6
The X-Com Files / Re: Realistic accuracy and cover system + XCF?
« on: October 08, 2024, 10:28:16 am »
That's how I play. Most of the time it's fine. There are sometimes mistakes when opponents do not want to attack in melee and hide. It feels like the tactical game becomes more complicated. The invisible ninjas of the Black Lotus are especially unnerving.
Perhaps you should install this submod for a better game:
Modified XCF unit ruleset for BAI

7
OXCE Support / Re: Help create a mission from the base
« on: October 05, 2024, 10:50:40 am »
Examples of the alien missions themselves can be seen in the original game's rule set “...\OpenXCom\standard\xcom1\alienMissions.rul”, including STR_ALIEN_HARVEST.
And the alienDeployments.rul file contains the full code of alien base behavior, you just need to edit it as you need it.
For example, for your task in your submod you should write something like this:

Code: [Select]
alienDeployments:
  - update: STR_ALIEN_BASE_ASSAULT
    genMission:
      STR_ALIEN_SUPPLY: 50
      STR_ALIEN_HARVEST: 50
    genMissionFreq: 6

8
OXCE Support / Re: Help create a mission from the base
« on: October 04, 2024, 02:19:48 pm »
Not exactly one mission per month per base, but very close to it:

Code: [Select]
alienDeployments:
  - type: STR_ALIEN_BASE_ASSAULT
...
    genMission:
      STR_ALIEN_HARVEST: 100
    genMissionFreq: 3

9
The X-Com Files / Re: [submod]Cryptic Butchery(0.4.0)
« on: September 19, 2024, 06:06:27 pm »
-Mongorn Anzug
-Bio-electric Taser Clips
-Quillbow
-Dart musket

These ones I can craft and I have no mods installed

You can craft them from corpses, but not from living units like this submod does.

10
The X-Com Files / Re: [submod]Cryptic Butchery(0.4.0)
« on: September 19, 2024, 09:28:02 am »
Wonder if this mod was integrated in the game now because I can make all these items (I'm using the last public version available)

No, you're wrong, these crafting recipes are not in the mod.

11
For getting tile, you can now access it directly from battle game in any modifying script hook. only problems is mark tile to alter as we do not have lot of feedback what is in tile aside of items or units.

So how do these operations work? Here the modder specifies which part of the tile the script should use:
Code: [Select]
Name: Tile.isDiscovered                       Args: [ptr Tile] [var int]                            Desc: Check what part of tile is discovered, 0x1 - floor, 0x2 - westwall, 0x4 - eastwall
Name: Tile.makeDiscovered                     Args: [ptre Tile] [int]                               Desc: Make part of tile discovered, 0x1 - floor (will make both walls visible too), 0x2 - westwall, 0x4 - eastwall

12
I think this operation may be available in all script hooks where you can get a pointer to a tile via BattleGame.getTile.

As for the general algorithm for handling this function, I came up with the following (at least for the story I want to implement):
1. On the map block, you specify where a special spawner item will be located (using the spawnUnit parameter), which will create a special tech unit instead when the map is created.
2. When this technical unit is created, the script hook createUnit is triggered. Here the current coordinates of this unit are written to the global tags of the battle game via BattleGame.setTag. After that it is forcibly destroyed, so that there is no corpse in its place.
3. Now the script hook newTurnUnit checks the current turn and its correspondence to the planned scenario. If it does, the “transforming” of the tiles takes place:
   3.1. Based on the previously specified global tags of the game, which contain the coordinates of the technical unit, using the operation BattleGame.getTile the necessary tiles are selected and then this new function of converting them into “dead” variants is used.
   3.2. In another global tag it is written that the tile changes have taken place and when moving to the next unit in the newTurnUnit all these tile conversions do not need to be performed.
4. Further, after a few more game turns, according to the idea of the scenario, this script again performs the transformation of tiles into their “dead” versions.
5. To make the transformations between tiles look more correct I came up with the idea of looping their dead versions on each other: tile1 has tile2 as its dead version, and tile2 has tile1 as its dead version. This way, from the player's point of view, the structure of these tiles is indestructible, which is what I need in my scenario.

As for the name of the operation - make it as convenient and clear as you like. It is important for me that this function works, and how it is called is not important :)

13
Brutal AI / Re: Modified XCF unit ruleset for BAI
« on: September 16, 2024, 12:25:48 pm »
I adapted this file so that it would be as a separate submod. For XCF 3.4/3.4.1.

14
Well, all of the above tips, when implemented in-game look pretty bad. Even with the explosion animation disabled, the “explosion” still sets fire to the tile and leaves a smoke trail.
Also, if I need to change the identifiers of the same tile several times during a battle, using explosives looks even worse. Especially when I need to change the appearance of a large three-dimensional group of tiles (like a 6x2x3 tile structure).

So I had a suggestion to make a new script operation that changes the specified tile to its “dead” version. Something like this:
Code: [Select]
Script operations:
Name: Tile.setDeathVersion                   Args: [ptre Tile] [var int]   Desc: integer - what part of tile must be convert to death version, 0x1 - floor, 0x2 - westwall, 0x4 - eastwall

Changing a tile to its “dead” version must be done without any animation, sounds or other visual effects.
If the specified tile does not have its “dead” version, the script does nothing.

15
This is a more general question. Would it be possible to trigger the build process automatically for tagged subreleases, say 7.14.1, 2, etc.?  So that users could grab the latest subrelease from https://openxcom.org/oxce/release/ (or some other site or directory) to more easily test new things. As far as I understand currently you would need to compile it youself, which is a high bar for most people.
You can download any test or latest build without manual compilation from the http://108.61.157.159/versions/win/

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